local XUiGridAssignDeployMember = XClass(nil, "XUiGridAssignDeployMember") -- XUiGridEchelonMember local CONDITION_COLOR = { [true] = CS.UnityEngine.Color.white, [false] = CS.UnityEngine.Color.red, } --位置对应的颜色框 local MEMBER_POS_COLOR = { [1] = "ImgRed", [2] = "ImgBlue", [3] = "ImgYellow", } function XUiGridAssignDeployMember:Ctor(rootUi, ui) self.GameObject = ui.gameObject self.Transform = ui.transform self.RootUi = rootUi XTool.InitUiObject(self) self:InitComponent() self:ResetMemberInfo() end function XUiGridAssignDeployMember:InitComponent() CsXUiHelper.RegisterClickEvent(self.BtnClick, function() self:OnMemberClick() end) end function XUiGridAssignDeployMember:ResetMemberInfo() self.ImgLeaderTag.gameObject:SetActiveEx(false) self.ImgFirstRole.gameObject:SetActiveEx(false) self.PanelEmpty.gameObject:SetActiveEx(false) self.PanelMember.gameObject:SetActiveEx(false) self.ImgBlue.gameObject:SetActiveEx(false) self.ImgRed.gameObject:SetActiveEx(false) self.ImgYellow.gameObject:SetActiveEx(false) end function XUiGridAssignDeployMember:Refresh(groupId, teamOrder, teamData, memberOrder) self.GroupId = groupId self.TeamOrder = teamOrder self.TeamData = teamData self.MemberOrder = memberOrder self.TeamId = self.TeamData:GetId() local memberData = teamData:GetMemberList()[memberOrder] self.MemberData = memberData self.CurCharacterId = memberData:GetCharacterId() or 0 local index = memberData:GetIndex() local leaderIndex = teamData:GetLeaderIndex() local firstFightIndex = teamData:GetFirstFightIndex() self.ImgLeaderTag.gameObject:SetActiveEx(index == leaderIndex) self.ImgFirstRole.gameObject:SetActiveEx(index == firstFightIndex) self[MEMBER_POS_COLOR[index]].gameObject:SetActiveEx(true) self.CharacterId = memberData:GetCharacterId() if self.CharacterId and self.CharacterId ~= 0 then self.PanelNotPassCondition.gameObject:SetActiveEx(true) local ability = memberData:GetCharacterAbility() self.TxtNowAbility.color = CONDITION_COLOR[ability >= teamData:GetRequireAbility()] self.TxtNowAbility.text = ability self.RImgRoleHead:SetRawImage(XDataCenter.CharacterManager.GetCharSmallHeadIcon(self.CharacterId)) self.PanelMember.gameObject:SetActiveEx(true) self.PanelEmpty.gameObject:SetActiveEx(false) else self.PanelNotPassCondition.gameObject:SetActiveEx(false) self.PanelMember.gameObject:SetActiveEx(false) self.PanelEmpty.gameObject:SetActiveEx(true) end end function XUiGridAssignDeployMember:OnMemberClick() local teamIdMap, teamOrderMap = XDataCenter.FubenAssignManager.GetCharacterTeamOderMapByGroup(self.GroupId) self.TeamIdMap = teamIdMap self.TeamOrderMap = teamOrderMap local teamCharIdMap = {} -- 所有已编队角色 for i, member in ipairs(self.TeamData:GetMemberList()) do teamCharIdMap[i] = member:GetCharacterId() or 0 end -- 其他队角色 self.OtherCharacterMap = {} local memberCount = #teamCharIdMap local otherCharacters = XDataCenter.FubenAssignManager.GetOtherTeamCharacters(self.GroupId, self.TeamId) for i, v in ipairs(otherCharacters) do -- v = {teamId, i, characterId} teamCharIdMap[memberCount + i] = v[3] self.OtherCharacterMap[memberCount + i] = v end local teamSelectPos = self.MemberOrder local cb = handler(self, self.OnCharacterSelected) local canQuitCharIdMap = {[self.CurCharacterId] = true } local ablityRequire = self.TeamData:GetRequireAbility() local curTeamOrder = self.TeamOrder local stageId = self.TeamId local characterLimitType = XFubenConfigs.GetStageCharacterLimitType(stageId) local limitBuffId = XFubenConfigs.GetStageCharacterLimitBuffId(stageId) if XTool.USENEWBATTLEROOM and false then local entityIds = {} for i, entityId in ipairs(teamCharIdMap) do if teamOrderMap[entityId] == curTeamOrder then table.insert(entityIds, entityId) teamCharIdMap[i] = 0 end end local team = XDataCenter.TeamManager.CreateTempTeam(entityIds) XLuaUiManager.Open("UiBattleRoomRoleDetail", stageId , team , teamSelectPos , { AOPCloseBefore = function(proxy, rootUi) local index = 1 for i, entityId in ipairs(teamCharIdMap) do if entityId <= 0 then for pos, value in ipairs(rootUi.Team:GetEntityIds()) do if value > 0 then teamCharIdMap[i] = value rootUi.Team:UpdateEntityTeamPos(0, pos, true) break end end end end self:OnCharacterSelected(teamCharIdMap) end, AOPOnBtnJoinTeamClickedBefore = function(proxy, rootUi) local currentEntityId = rootUi.CurrentEntityId -- 不存在任意一队或者自己队,直接跳过 if teamOrderMap[currentEntityId] == nil or teamOrderMap[currentEntityId] == curTeamOrder then return end local finishedCallback = function() local oldCharacterId = rootUi.Team:GetEntityIdByTeamPos(rootUi.Pos) local newCharacterId = rootUi.CurrentEntityId for i, entityId in ipairs(teamCharIdMap) do if entityId == newCharacterId then teamCharIdMap[i] = oldCharacterId break end end rootUi.Team:UpdateEntityTeamPos(rootUi.CurrentEntityId, rootUi.Pos, true) rootUi:Close(true) end -- 在其他编队 local newOrder = teamOrderMap[currentEntityId] local title = CS.XTextManager.GetText("AssignDeployTipTitle") local characterName = XCharacterConfigs.GetCharacterName(currentEntityId) local oldTeamName = CS.XTextManager.GetText("AssignTeamTitle", curTeamOrder) local newTeamName = CS.XTextManager.GetText("AssignTeamTitle", newOrder) local content = CS.XTextManager.GetText("AssignDeployTipContent", characterName, oldTeamName, newTeamName) XUiManager.DialogTip(title, content, XUiManager.DialogType.Normal, nil, finishedCallback) return true end, AOPOnDynamicTableEventAfter = function(proxy, rootUi, event, index, grid) local entity = rootUi.DynamicTable.DataSource[index] if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then grid:SetInTeamStatus(teamOrderMap[entity:GetId()] ~= nil) end end, GetChildPanelData = function (proxy) if proxy.ChildPanelData == nil then proxy.ChildPanelData = { assetPath = XUiConfigs.GetComponentUrl("UiPanelAssignRoomRoleDetail"), proxy = require("XUi/XUiAssign/XUiPanelAssignRoomRoleDetail"), proxyArgs = { ablityRequire, curTeamOrder } } end return proxy.ChildPanelData end, GetIsShowRoleDetail = function() return false end }) else XLuaUiManager.Open("UiAssignRoomCharacter", teamCharIdMap, teamSelectPos, cb, teamOrderMap, canQuitCharIdMap, ablityRequire, curTeamOrder, characterLimitType, limitBuffId, self.TeamId) end end function XUiGridAssignDeployMember:OnCharacterSelected(teamCharIdMap) -- 修改本队 local memberList = self.TeamData:GetMemberList() for i, _ in ipairs(memberList) do XDataCenter.FubenAssignManager.SetTeamMember(self.TeamId, i, teamCharIdMap[i]) end -- 修改其他队 local memberCount = #memberList local info for i = memberCount + 1, #teamCharIdMap do if teamCharIdMap[i] and self.OtherCharacterMap[i] then info = self.OtherCharacterMap[i] XDataCenter.FubenAssignManager.SetTeamMember(info[1], info[2], teamCharIdMap[i]) end end CsXGameEventManager.Instance:Notify(XEventId.EVENT_ON_ASSIGN_TEAM_CHANGED) -- TODO 细分刷新所有 还是刷新本类 end return XUiGridAssignDeployMember